1.1.7-beta1
Compatibility
Changes
简体中文
Forge 1.20.1 重新发布说明(2026-08-19): 8 月 16 日上传的 Forge 文件遗漏了模组内部 UI Core/Kit 类,会在启动阶段报
NoClassDefFoundError: UiClock。该文件已撤回并重新打包;如果你下载过此前的 Forge beta1,请删除旧 JAR 后重新下载。NeoForge 1.21.1 不受影响。
RTS Building 1.1.7-beta1
适用于 Minecraft 1.21.1 / NeoForge 与 Minecraft 1.20.1 / Forge。
这是一次从 1.1.6-patch2 之后的大型 Beta 更新。除了继续加固超大任务的服务端稳定性,本次还把快速建造、储存、合成、主题、兼容性和日志诊断整合成更完整的 RTS 工作流。由于本版本包含大量 UI、网络兼容和批量任务变化,请先在副本世界或备份存档中测试;如果遇到严重不稳定,请退回最近的 release 版本 1.1.6-patch3。
玩家可见变化
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新增“智能建造”入口。
- 在“快速建造 → 范围建造 → 工具”中选择“填坑”。
- 瞄准一个有边界的洞口后,客户端会显示可填充预览;确认后,服务端重新检查目标并提交真正的批量建造任务。
- 填坑只接受有明确边界的洞,不会把开放平原、跨越未加载区块或超过安全上限的区域误判为洞穴。
- 可以使用当前选择的方块填充完整目标;触及玩家上限时会明确显示部分计划状态。
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新增“智能破坏”工具组。
- 在“快速建造 → 范围破坏 → 工具”中可以选择“范围速掘”“区块挖掘”和“一键砍树”。
- “范围速掘”以瞄准方块为基准,按照 X/Y/Z 尺寸破坏长方体范围。
- “区块挖掘”破坏瞄准区块内的目标,可分别调整向上和向下的高度。
- “一键砍树”会处理相连的原木、自然树叶和巨型蘑菇结构,并在完整目标超过上限时拒绝整组,避免只砍掉一部分。
- 目标接触未加载区块、没有可破坏目标或超过范围限制时,整次操作会安全取消,不会留下半截计划。
- 这些工具会保留参数,确认一次后可以直接对下一处目标重复执行。
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合成终端得到完整的远程合成工作流。
- 安装合成终端插件后,可以从 RTS 储存界面打开合成终端,也可以使用绑定的键位直接打开。
- 合成搜索支持仅搜索已连接储存、与 JEI 同步,以及终端和 JEI 双向同步。
- 可以调整储存显示行数、按名称或数量排序、切换正序/倒序,并保留再次打开终端时的搜索条件。
- 合成格材料可以退回已连接储存或玩家背包;背包和快捷栏也可以分别批量存入。
- 配方转入、材料提取和最终合成都由服务端确认,减少远程菜单与第三方模组交互时的错位。
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储存绑定和储存浏览更可靠。
- 顶部栏进入“存储绑定”模式后,可以继续使用单点绑定,也可以进入“范围绑定”连续框选多个储存方块。
- 范围绑定支持逐次提交、继续框选和 Ctrl 退出;绑定详情中可以查看模式、优先级、方向以及当前维度信息。
- 开启跨维度存储插件后,已绑定的其他维度储存可以在需要时短期唤醒访问,并受到每名玩家的唤醒区块上限控制。
- 储存浏览现在会把同一物品但组件不同的堆叠分开显示。不同顶端升级、附魔书、魔法卷轴或其他带有不同 NBT/组件的物品不会再被最后存入的变体覆盖。
- 只有 ItemStack 的物品和完整组件都相同,多个堆叠才会合并为同一条目;数量不同不会制造新的条目。
- 原有储存总量统计、自动入库和工具提取路径继续按物品类型工作,具体取出时仍会保留完整物品组件。
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UI 主题和窗口体验全面更新。
- 全局 UI 主题现在可以在设置中切换 Legacy / 材质包、校准 RTS 深色、Nord Command、Carbon Operations 和 Material Field。
- 游戏内主题编辑器支持实时预览、色轮与明度调整、导入、导出、重载和应用;应用前的草稿不会覆盖已保存主题。
- 主题颜色会检查重要文字的可读性,损坏、缺字段、过大的主题文件和不合格的对比度会被拒绝,并保留安全的现有主题。
- 顶部栏、底部栏、快速建造、储存、合成终端、工作流和设置窗口统一使用新的动画、状态纹理、面板层级和缩放布局。
- 高 GUI Scale、窄屏和重新打开 RTS 时,浮动窗口会依据真实屏幕尺寸重新布局;已保存或拖动过的位置不会被默认位置覆盖。
- 配置界面存在未保存修改时,关闭或返回会先询问玩家;家园界面现在可以使用 Esc 返回。
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远程交互和第三方兼容得到加强。
- Sable 子世界坐标、原生物品交互和 RTS 光标命中现在使用统一的空间转换与输入让行规则。
- Create 远程值设置、Honey/Worldshaper 相关交互、Flywheel 方块实体视觉和离屏预览增加了针对性的兼容入口。
- 远程菜单探针覆盖普通菜单、特殊方块、多方块结构、区块同步、重生时序和精确命中检查;无法确认目标时会安全回退,不会强行接管第三方菜单。
- JEI、AE2、Refined Storage、BD 网络、Sophisticated 等储存或合成兼容路径继续保留,并减少远程菜单和储存扫描之间的重复读取。
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批量任务取消和恢复语义得到修复。
- 当玩家启动新的单挖、连锁挖掘或其他会替换当前挖掘的操作时,仍在等待资源的旧范围破坏任务会被真实取消,不会在 UI 消失后留在后台。
- 任务取消会同时收口服务端任务、工具租约、工作流投影、历史信息和恢复标记;旧区域不会在后续 Tick、超时清理或工具恢复后突然继续破坏。
- 没有新替换操作时,资源不足任务仍然可以正常等待,并在资源恢复后继续。
- 批量建造、范围破坏、连锁挖掘和蓝图任务继续使用持久化进度、统一预算和 Ctrl+Z 历史,已完成部分不会因为后续页面刷新而丢失。
技术与兼容性改进
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重新整理客户端、网络和服务端诊断链路。
- 客户端输入、预览、网络请求、服务端验证、真实任务执行、储存写回和工作流终态现在可以通过统一 trace 关联。
- 结构化 JSONL 日志会记录操作阶段、任务身份、停止来源、等待资源原因、兼容探针结果和最终状态,同时限制单条文本和文件增长,避免诊断本身拖垮游戏。
- 游戏内 AI 求助入口会把当前版本、模式、技术信息附录和近期日志作为上下文;玩家询问普通操作时会优先给简明操作指引,遇到 Bug 时才对比技术附录和日志分析。
- 远程 GUI 兼容验收加入可复用的设置、等待、交互、世界稳定性和崩溃安全回退契约。
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储存索引改为保留完整物品变体身份。
- 储存缓存同时维护物品 ID 总量和完整 ItemStack 组件变体计数;前者继续服务于路由和快速总量查询,后者用于页面条目与搜索。
- 页面网络载荷继续发送完整 ItemStack,因此客户端不需要迁移新的数据包格式。
- AE2 等报告逻辑数量的网络储存也会在缓存刷新时保留不同组件变体,不再因为跳过变体比较而产生陈旧原型。
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加强大规模任务和储存网络的服务端边界。
- 批量任务、储存刷新、掉落写回和页面刷新继续分离;实际世界操作不会等待每次 UI 页面构建。
- 任务持久化、撤销记录、工具租约、资源等待和页面失效使用统一生命周期,异常只隔离当前任务或当前兼容端点。
- 跨维度访问使用有限期唤醒票据,并在玩家、区块和端点生命周期结束时释放,避免长期占用无关区块。
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版本与回归验证范围扩大。
- 本次以 1.1.6-patch2 的主线版本为基线,覆盖 1.1.7 主线功能、UI、兼容性、诊断、任务生命周期和储存变体修复。
- NeoForge 1.21.1 与 Forge 1.20.1 均准备了
1.1.7-beta1构建;本版本仍属于 Beta,建议整合包作者在发布前测试远程菜单、AE2/RS/BD 储存、JEI 合成、Create/Flywheel 视觉、跨维度储存和大批量任务。 - 如果遇到崩溃、旧区域恢复破坏、储存物品消失、远程菜单错位或主题加载失败,请保留客户端/服务端
logs/rtsbuilding日志与复现步骤;需要反馈渠道时,在游戏内 AI 中回复“反馈渠道”。
English
Forge 1.20.1 reissue notice (2026-08-19): The Forge file uploaded on August 16 omitted the mod's internal UI Core/Kit classes and could fail during startup with
NoClassDefFoundError: UiClock. That file has been withdrawn and repackaged. If you downloaded the earlier Forge beta1, delete the old JAR and download it again. NeoForge 1.21.1 is unaffected.
RTS Building 1.1.7-beta1
For Minecraft 1.21.1 / NeoForge and Minecraft 1.20.1 / Forge.
This is a large Beta update after 1.1.6-patch2. It strengthens server stability for large jobs while bringing quick build, storage, crafting, themes, compatibility probes, and diagnostics into a more complete RTS workflow. Because this build contains substantial UI, network-compatibility, and batch-task changes, test it in a copy or backup world first. If it becomes seriously unstable, return to the latest release, 1.1.6-patch3.
Player-facing changes
-
Added the Smart Build entry.
- Open “Quick Build → Range Build → Tools” and select “Fill Holes”.
- Aim at a bounded opening to see a fill preview; after confirmation, the server rechecks the target and submits the real batch placement task.
- Smart Fill accepts bounded holes instead of treating open plains, unloaded boundaries, or over-limit regions as caves.
- The selected block is used for the complete accepted plan, and a partial-plan state is shown when the player limit is reached.
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Added the Smart Destroy tool family.
- Open “Quick Build → Range Destroy → Tools” and choose “Range Fast Dig”, “Chunk Mining”, or “Tree Felling”.
- Range Fast Dig destroys a configurable X/Y/Z box based on the targeted block.
- Chunk Mining targets the aimed chunk and lets the player adjust the height above and below the target.
- Tree Felling follows connected logs, natural leaves, and giant mushrooms; it rejects the whole connected group when the limit would be exceeded instead of cutting only part of it.
- Unloaded chunks, empty targets, and over-limit plans cancel safely without leaving a half-submitted plan.
- Tool parameters are retained so the same action can be confirmed at the next target.
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Completed the remote Craft Terminal workflow.
- With the Craft Terminal plugin installed, open crafting from the RTS storage view or use the configured keybind.
- Craft search supports connected-storage-only search, JEI synchronization, and bidirectional terminal/JEI synchronization.
- Adjust visible storage rows, sort by name or quantity, reverse the direction, and keep the search when reopening the terminal.
- Return crafting-grid materials to connected storage or the player inventory, and deposit the inventory or hotbar independently.
- Recipe transfer, extraction, and final crafting are confirmed by the server to reduce desynchronization with remote menus and third-party mods.
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Made storage binding and storage browsing more reliable.
- Enter “Storage Binding” from the top bar for single-point binding, or use “Range Binding” to select multiple storage blocks continuously.
- Range Binding supports repeated submissions, continued selection, and Ctrl to exit; binding details expose mode, priority, facing, and dimension information.
- With the Cross-Dimension Storage plugin enabled, linked storage in another dimension can be awakened for short-term access under a per-player chunk-ticket limit.
- Storage browsing now keeps separate entries for the same item with different components. Different top-tier upgrades, enchanted books, magic scrolls, and other NBT/component variants are no longer replaced by whichever variant was stored last.
- Only ItemStacks with the same item and complete components merge into one entry; different counts do not create separate entries.
- Coarse item totals remain available for routing, while exact extraction preserves the full item components.
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Expanded UI themes and window behavior.
- Choose Legacy / resource-pack rendering, Calibrated RTS Dark, Nord Command, Carbon Operations, or Material Field from the settings.
- The in-game theme editor supports live preview, hue/value editing, import, export, reload, and apply; a draft does not replace the saved theme until applied.
- Theme validation rejects unreadable contrast, malformed fields, oversized files, and unsafe definitions while retaining the current safe theme.
- Top bar, bottom bar, Quick Build, storage, Craft Terminal, workflow, and settings windows now share updated animations, state textures, layer ordering, and scaled layouts.
- At high GUI scale, on narrow screens, and after reopening RTS, floating panels use the real screen dimensions; restored or dragged bounds are not overwritten by default placement.
- The config screen asks before closing with unsaved changes, and the home screen now supports Escape to return.
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Strengthened remote interaction and third-party compatibility.
- Sable sub-world coordinates, native item interaction, and RTS cursor hits now share one coordinate and input-yielding policy.
- Targeted compatibility paths cover Create remote value settings, Honey/Worldshaper interactions, Flywheel block-entity visuals, and off-screen previews.
- Remote-menu probes cover ordinary menus, special blocks, multiblock structures, chunk synchronization, respawn timing, and precise hit checks; uncertain targets fail closed instead of taking over a third-party menu.
- JEI, AE2, Refined Storage, BD networks, Sophisticated, and related storage or crafting paths remain supported while duplicate remote-menu and storage scans are reduced.
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Fixed replacement and recovery semantics for batch tasks.
- When the player starts a new single mine, chain mine, or other replacement mining action, an older range-destruction task that is still running or waiting for resources is now truly cancelled instead of remaining alive after its UI disappears.
- Cancellation closes the server task, tool lease, workflow projection, history information, and restore marker together; the old area cannot resume destroying blocks after a later tick, timeout cleanup, or tool recovery.
- A resource-starved task can still wait and resume normally when no replacement action is requested.
- Batch placement, range destruction, chain mining, and blueprint tasks retain durable progress, unified budgets, and Ctrl+Z history without losing completed work during page refreshes.
Technical and compatibility improvements
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Reworked client, network, and server diagnostics.
- Client input, previews, network requests, server validation, real task execution, storage write-back, and workflow terminal states can now be correlated through unified traces.
- Structured JSONL logs record operation stages, task identity, stop origin, resource-wait reasons, compatibility-probe results, and terminal state while bounding record and file growth.
- The in-game AI help entry uses the current version, technical appendix, and recent logs as context; ordinary operation questions stay concise, while bug questions compare the appendix against the logs.
- Remote GUI validation now has reusable setup, wait, interaction, world-stability, and crash-safe fallback contracts.
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Preserved exact storage-variant identity in the storage index.
- The cache maintains both coarse item totals and complete ItemStack-component variant counts. Coarse totals remain for routing and fast summaries; variant counts drive storage entries and search.
- The existing network payload continues to carry full ItemStacks, so no client packet migration is required.
- AE2-style reported-count networks also retain component variants during cache refresh instead of producing stale prototypes after variant changes.
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Tightened large-task and storage-network boundaries.
- Batch tasks, storage refreshes, drop write-back, and page construction remain separated so world mutations do not wait for a UI rebuild.
- Durable task persistence, undo records, tool leases, resource waits, and page invalidation share one lifecycle; failures isolate the current task or compatibility endpoint.
- Cross-dimension access uses short-lived wake tickets and releases them with the player, chunk, and endpoint lifecycle.
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Expanded release and regression coverage.
- This release uses 1.1.6-patch2 as its mainline baseline and includes the subsequent 1.1.7 feature, UI, compatibility, diagnostic, task-lifecycle, and storage-variant work.
- NeoForge 1.21.1 and Forge 1.20.1 are both prepared as
1.1.7-beta1. Modpack authors should test remote menus, AE2/RS/BD storage, JEI crafting, Create/Flywheel visuals, cross-dimension storage, and large batch jobs before broad rollout. - For crashes, resumed old-area destruction, missing storage variants, remote-menu misalignment, or theme-loading failures, keep the client/server
logs/rtsbuildingfiles and reproduction steps. In the in-game AI, reply “反馈渠道” when you need the available feedback channels.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:5PkY7RJI:yqKYx6fC"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:5PkY7RJI:yqKYx6fC"
}

